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Savant

An overwhelming horde of orcs bears down on an elf and her fellow warriors. On her order, she and her allies unleash a graceful coordinated attack, cutting deep into their lines. Under her command, the enemy is quickly routed, against all odds and according to plan.   A finely robed dwarf addresses a tense, angry mob, his presence and voice putting them at ease. His regal bearing causing them to relax and disperse, giving his companions time to make their escape.  

THE PURSUIT OF KNOWLEDGE

A true savant is never satisfied. They are always seeking out new answers to old questions. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a savant oftentimes begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or members of the military. For savants, mundane life is often too slow and when life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Savants will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.  

CREATING A SAVANT

As you create a savant, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places.  

ABILITY SCORE

You can make a savant quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity.

 
LEVELPROFICIENCY BONUSACADEMIC SUPERIORITYSUPERIORITY DICEFEATURESDISCOVERIES KNOWN
1st2d63Academic Superiority, Critical Analysis (d4)1
2nd2d64Discovery, Expert Advice (one use)1
3rd2d64Expertise, Pursuit2
4th2d65Ability Score Improvement2
5th3d85Critical Analysis (d6)3
6th3d86Pursuit Feature3
7th3d86Unwavering Mind4
8th3d87Ability Score Improvement4
9th4d107Critical Analysis (d8)5
10th4d107Expertise5
11th4d107Pursuit Feature5
12th4d108Ability Score Improvement6
13th5d108Expert Advice (two uses)6
14th5d108Calculated Defenses6
15th5d128Critical Analysis (d10)7
16th5d128Ability Score Improvement7
17th6d129Pursuit Feature7
18th6d129Lightning Execution8
19th6d129Ability Score Improvement8
20th6d129Genius Unbound8
 

CLASS FEATURES

As a savant, you gain the following class features  

HIT POINTS

    Hit Dice: 1d8 per savant level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st

PROFICIENCIES

    Armor: Light armor
    Weapons: Simple weapons, autopistol, longblade, shortblade, sabre
    Tools: One set of artisan's s of your choice
    Saving Throws: Intelligence, Wisdom
    Skills: Choose three skills from Astrophysics, Computers, Deception, Insight, Investigation, Lore, Medicine, Perception, Persuasion, Sleight of Hand, and Xenobiology.

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) a sabre or (b) an autopistol with 15 rounds of ammunition
    (a) an autopistol with 15 rounds of ammunition or (b) a shortblade
    (a) an agent’s pack or (b) an explorer’s pack
 

ACADEMIC SUPERIORITY

Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.  
    Maneuvers. You know 2 maneuvers of your choice, which are detailed under Maneuvers below. You may only use a particular maneuver once per turn. Many of your maneuvers enhance an attack in some way, you can use only one maneuver per attack.   You learn two additional maneuvers of your choice at 3rd, 6th, 11th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice. You have a number of superiority dice as shown in the Superiority Dice column of the Savant class table, which are d6s. This die changes as you gain Savant levels, as shown in the Academic Superiority column of the Savant table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish short or long rest.   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:   Maneuver Save DC = 8 + your proficiency bonus + your Intelligence modifier
 

MANEUVERS

The maneuvers are presented in alphabetical order.  
    Administer Aid. As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains hit points equal to the superiority dice roll.   Assess the Situation. You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.   Deliberate Movement. You can expend one superiority die to use the disengage action as a bonus action and ignore the effects of non-arcane difficult terrain until the end of your turn.   Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, and give your allies an opening. You add the superiority to a single next attack roll.   Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn.   Exploit Weakness. When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.   Measured Action. As a reaction, when you make a roll for a contested skill check, you can expend a superiority die and add it to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.   One Step Ahead. As a reaction, when you roll initiative, you can expend a superiority die and add the number rolled to your initiative.   Reasoned Defense. As a reaction, when you are forced to make a saving throw against an effect you can see, you can expend a superiority die and add the number rolled to your saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the saving throw are determined.
 

CRITICAL ANALYSIS

At 1st level, you can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, attack rolls and damage rolls made with a finesse or ranged weapon may use your Intelligence modifier instead of Strength or Dexterity.   Additionally, once per turn when you use a maneuver targeting your analyzed target, you can roll an additional d4 and add the number rolled to the total.   The die increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.  

DISCOVERY

As you adventure, your studies have helped you discover new practices you can apply to your skills.   At 1st level, you master one discovery of your choice. Your discovery options are detailed at the end of the class description. When you gain certain savant levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the savant table.   Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.  

EXPERT ADVICE

When you reach 2nd level, you can spend 1-minute spreading your knowledge and experience to those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency modifier to the roll, or double their proficiency if they are already proficient. A creature may only benefit from this feature once, if a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.   Once you’ve used this feature, it cannot be used again until you complete a short or long rest. Starting at 13th level, you can use it twice before a rest.  

EXPERTISE

At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.  

PURSUIT

At 3rd level, you dedicate your studies towards a pursuit of your choice, detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 11th, and 17th level.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

UNWAVERING MIND

Starting at 7th level, you gain advantage on Wisdom saving throws.  

CALCULATED DEFENSES

Beginning at 14th level, whenever you make a saving throw from an effect you can see, you gain a bonus to the saving throw equal to your Intelligence modifier.  

LIGHTNING EXECUTION

At 18th level, your mind works at incredible speeds, seconds turn into minutes allowing you ample time to react to any situation. You may take one additional reaction each round. You may only use one reaction per trigger.  

GENIUS UNBOUND

When you reach 20th level, your genius has no equal. Your Intelligence score increases by 4. Your maximum for that score is now 24. Additionally, you may use any maneuver you know without expending a superiority die, rolling a d6 instead
 
 

PURSUITS

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.  

ARCHEOLOGIST

The Archeologist is a scholarly adventurer specializing in ancient history, lost artifacts, and forgotten lore. Combining academic expertise with practical exploration skills, this class excels in uncovering hidden knowledge, solving intricate puzzles, and navigating ancient ruins.  

STUDENT OF HISTORY

Starting at 3rd level, your study of bygone eras grants you unique insight into ancient and forgotten things. When you adopt this Pursuit you learn two languages of your choice, and you gain proficiency in the Lore and Investigation skills.   Additionally, your familiarity with civilizations, both ancient and modern, allows you to learn additional information through observation. When you make a creature the target of your Critical Analysis, you learn of either one language spoken by the creature, or of one of its special senses.  

ARCHEOLOGY PRACTITIONER

At 3rd level you gain access to new maneuvers which reflect the progress of your studies into the pursuit of archeology. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.  
    Absolute Direction. You can expend one superiority die to always know which direction the exit to an enclosure is.   Careful Analysis. You can expend one superiority die while examining an object; you can ascertain its approximate monetary worth, its civilization of origin, and its approximate age. If the item has any innate arcane properties, you learn of them as if you had used the Analyze Device power on the object.   Climbing Efficiently. You gain a climbing speed equal to your movement speed.   Fast Reflexes. You can expend one superiority die as a reaction to gain a bonus when you make a Dexterity ability check or saving throw.   Harden Resolve. You can expend one superior die to gain temporary hit points for the duration of the encounter. Roll your superior die to determine how many temporary hit points are gained.   On Your feet! You can expend one superiority die as a reaction to stand up from being prone.   Superior Attunement. You can expend one superiority die to attune to an arcane item that you don’t normally meet the alignment, class, or race requirements for. You can use this feature to exceed your normal attunement limit.   Targeted Feint. You can expend one superiority die and use a bonus action to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against the creature. If that attack hits, add the superiority die to the attack damage roll.
 

DARING DETERMINATION

At 6th level, whenever you expend superiority and exploit a weakness, you can expend two superiority die to deal extra damage equal to the number rolled. When you do, if the target is also the target of your Critical Analysis, roll two additional superiority die and add the number to your roll.  

LORE MASTER

Beginning at 11th level, if you observe a person, place, or object for at least 1 minute, you can recall information about the subject as if you had activated the Instant Recall talent.  

MASTER ARCHEOLOGIST

Starting at 17th level, your frequent exposure to arcane effects that were present in the ancient places you’ve explored have caused your body to develop an innate arcane ward. You gain resistance to damage from arcane talents, traps, and other effects.  

EXPLORER

The Explorer’s classroom begins at the very edges of civilization. They study the plants, animals, and environments that exist beyond the influence of civilization. Explorers are experts at anticipating the weather, knowing the difference between an edible plant and a toxic one, and understanding the behaviors of wild animals. Highly sought after as guides for adventuring parties, the Explorer can safely navigate all kinds of planetary biomes.  

STUDENT OF SCIENCE

Beginning at 3rd level, your time studying the natural universe has granted you insight into the ways of the wild. When you adopt this Pursuit, you gain expertise in the Xenobiology and Astrophysics skills. If you already have expertise in Astrophysics and Xenobiology you gain proficiency with another skill of your choice from the savant skill list.  

SURVIVALIST MANEUVERS

Upon reaching 3rd level, you can use your knowledge of the wilderness to better prepare friendly creatures for upcoming dangers. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.  
    Amphibious maneuver. You spend a superiority die, and for one hour you gain a swimming speed equal to your movement speed and can hold your breath for a number of minutes equal to 1 + your Constitution modifier + your Intelligence modifier (minimum of 1 minute). At Savant level 10 increase the duration to 8 hours.   Concealment maneuver. You spend a superiority die, and for one hour you can move stealthily at a normal pace and can take the Hide action as a bonus action. At Savant level 10 increase the duration to 8 hours.   Gravity maneuver. You spend a superiority die, and for one hour you gain triple your jumping distance and carrying capacity when in low-gravity environments. In high gravity environments, you remain unhindered, your jump distance and carrying capacity remain the same, and your movement is not halved. At Savant level 10 increase the duration to 8 hours.   Harsh Environment maneuver. You spend a superiority die, and for one hour you have advantage on saving throws to resist the effects of harsh environments, and you gain resistance to one of the following damage types of your choice: cold, fire, poison, lightning, or thunder. At Savant level 10 increase the duration to 8 hours.   Mountaineer maneuver. You spend a superiority die, and for one hour you gain a climbing speed equal to your movement speed and reduce any fall damage you take by an amount equal to your savant level. At Savant level 10 increase the duration to 8 hours.
 

WILDERNESS INSIGHTS

At 6th level, you have come to understand the plants and animals of many types of worlds in a way that few people do.   You can charm a beast, monstrosity, or plant, as if you activated the Suggestion talent, using your maneuver Saving DC.  

ADAPT AND OVERCOME

Starting at 11th level, your study of flora and fauna has given you insight into their weak points. If the target of your Critical Analysis is a beast, monstrosity, or plant, your weapon attacks against it score a critical hit on a roll of 19 or 20.   Additionally, at the end of a long rest, you can attune yourself to the natural environment you are currently in (examples include, but are not limited to, arc 4-/+ 81 865+9*-586 tic, coast, desert, forest, grassland, jungle, mountain, swamp, or underground). While in that environment, you have advantage on any Intelligence or Wisdom checks you make related to its native animals, plants, ecosystem, or weather.  

MASTER EXPLORER

Upon reaching 17th level, you've become a leading authority on the natural world and can maneuver with comfort in any environment. You automatically attune to your current environment for the purposes of your Adapt and Overcome feature, and you can spend superiority die on any survival maneuvers.  

PHILOSOPHER

Philosophy is the purest Pursuit a savant can aspire to. Philosophers spend their lives pondering the deep questions of existence; the purpose of life, the nature of the dimensions, and the relationship between mortals, the gods, and everything in between. Through the study of natural sciences, public speaking, and philosophy, they seek to perfect their knowledge of the cosmos and their place in reality.  

STUDENT OF REASON

When you adopt this Pursuit at 3rd level, you gain expertise in the Astrophysics and Lore skills. If you are already proficient in Astrophysics and Lore you gain proficiency with another skill of your choice from the savant skill list.   In addition, you can learn the following characteristics with Critical Analysis: any languages you share, or if it is proficient in Intelligence, Wisdom, or Charisma saving throws.  

WORD OF POWER

Your mastery over the spoken word and your understanding of the known universe allows you to exert your will to influence reality in minor ways.   Upon reaching 3rd level, you can use your mastery over the spoken word, and your understanding of the universe influences reality in minor ways. When you learn a new maneuver, you can choose from any of the following as well.  
    Confuse. You spend a superiority die, and speak a word of power that sows confusion in the mind of your enemy. The target must make an Intelligence saving throw. On a failed save, the target must subtract your Intelligence modifier (minimum of 1) from all attack rolls it makes before the end of your next turn.   Debilitate. You spend a Superiority die, and speak a word of power that assaults your foe’s senses. The target must make a Constitution saving throw. On a failed save, the target is blinded, deafened, or is unable to speak (your choice) until the end of your next turn.   Disorient. You spend a Superiority die, and you speak a word of power that weakens a creature’s grip on reality. The target must make a Wisdom saving throw. On a failed save, the target must subtract your Intelligence modifier (minimum of 1) from all saving throws it makes before the start of your next turn.   Exhaust. You spend a Superiority die, and you speak a word of power that drains the vitality of a foe. The target must make a Constitution saving throw. On a failed save, the target gains one level of exhaustion. If a creature has at least one level of exhaustion from this feature, it can make a Constitution saving throw at the end of each of its turns. On a successful save, any levels of exhaustion the creature has from this feature are reduced by one.
 

UNWAVERING WILL

Starting at 6th level, your force of will is absolute. When you are subjected to an effect that allows you to make an Intelligence or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   In addition, your mastery over your words of power has increased. When you use your Critical Analysis as a bonus action, you can choose to expend one use of your Words of Power, imposing its effects on the target of the attack in addition to the bonus damage.  

BEGUILING PRESENCE

At 11th level, humanoids within 30 feet are particularly susceptible to your presence. Humanoids within that range have disadvantage on saving throws from any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.  

MASTER PHILOSOPHER

Beginning at 17th level, whenever you make a Charisma (Deception) or Charisma (Persuasion) check, you treat a d20 roll of 9 or lower as a 10.   Additionally, if you spend at least 1 minute talking with a creature, you can charm them as if you had activated the Suggestion talent. You can have a number of creatures equal to your Intelligence modifier (minimum of 1) charmed with this feature, and charming another creature ends the oldest charm effect. You can do this a number of times equal to your proficiency modifier. All expected uses return after a long rest.

PHYSICIAN

Physicians are those that bring their considerable intellect to heal the sick and wounded. They spend their time studying the inner workings of mortal beings, their anatomy and physiology, so they may keep their companions in top fighting condition.   They use their extensive knowledge of medicine to tend and minister to those in need who don't have access to the luxurious powers of arcane users.  

STUDENT OF MEDICINE

You gain expertise in the Medicine skill and with the Bioanalysis Kit or surgical instruments. If you are already proficient in Medicine, Bioanalysis Kit, and Surgical Tools, you gain proficiency with another skill of your choice from the Savant skill list.   In addition, your time studying anatomy allows you to glean additional information through observation. When you mark a creature as the target of your Critical Analysis you learn the creature's current hit point total.  

COMBAT MEDIC

Starting at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into medical science, whenever you learn a new maneuver you can choose from any of the following as well. These maneuvers can be performed on a target within your reach. The maneuvers are listed in alphabetical order.  
    Adrenaline Boost. You spend a superiority die, and a creature that is blinded, charmed, deafened, frightened or poisoned can use its reaction to repeat a saving throw to end their condition, adding the result of your superiority die roll.   Crippling Strike. You spend a superiority die, and you make a weapon attack against the target. On a hit, in addition to the normal damage of the attack, the creature's movement speed is reduced by a number of feet equal to 5 times your superiority die roll. The creature's movment is also reduced for as many rounds as the superiority die roll.   Dress Wounds. You spend a superiority die, and a target immediately gains temporary hit points equal to your superiority die roll plus your Savant level.   Healing Surge. You spend a superiority die and the target can use its reaction to expand one of their hit Dice to regain hit points equal to their hit die roll +1, their constitution modifier, and the result of your superiority die.   Stabilize. You use your knowledge to stabilize a creature. You spend a superiority die and spend an action to stabilize a living humanoid creature that has 0 hit points. The creature can then choose to expend 1 of their Hit Die to regain hit points equal to the maximum value of the Hit Die + their Constitution modifier + the superiority die result.
 

FIELD DOCTOR

Starting at level 6, when you use your action to stabilize a creature, restore hit points or gain temporary hit points, you gain the benefit of the dodge action until the start of your next turn.  

ADVANCED COMBAT MEDIC

At 11th level, you gain access to additional advanced maneuvers. Whenever you learn a new maneuver, you can choose from any of the following as well. These maneuvers can be performed on a target within your reach. The maneuvers are listed in alphabetical order.  
    Regenerate. Spend a superiority die and the target regains 4d8 + your intelligence modifier hit points. For the next ten minutes, the target regains 1 hit point at the start of each of its turns. If they have a severed body part, you can hold it to the stump and instantaneously reattach it.   Restorative Boost. Spend a superiority die and an action on a creature and immediately end one of the following effects: a reduction to an ability score, a reduction to hit point maximum, one level of exhaustion, or the blinded, charmed, deafened, frightened, paralyzed, or poisoned condition.   Resuscitate. Spend a superiority die and an action on a humanoid creature that has died within the last minute. It immediately returns to life with 1 hit point. This feature cannot bring back a creature that has died of old age, nor can it restore missing body parts.
 

MASTER PHYSICIAN

Starting at 17th level, when you restore hit points or grant temporary hit points to a creature, it gains the maximum amount of hit points, in place of rolling.   In addition, any creature within 30 feet of you that expends Hit Dice to regain hit points at the end of a short rest can treat their expended Hit Dice as their maximum roll.  

SEEKER

In every society, some look to deceive, swindle, and take advantage of common trust — thieves' guilds that run racketeering schemes, monsters that can shift their form to trick the innocent, and those who abuse their legitimate authority for personal gain. Standing in their way is the archetypal Seeker, those who use their considerable intellect to outwit any who obfuscate the truth.   As a Seeker, you excel at uncovering secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at rooting out monsters that hide among, and prey upon ordinary folk, and your mastery of observation and your keen wit make you well-equipped to expose, and defeat, hidden evils.  

STUDENT OF TRUTH

When you adopt this pursuit at 3rd level, you gain an enhanced ability to discern fact from fiction. You gain expertise in the Insight and Investigation skills. If you are already proficient in Insight and Investigation, you gain proficiency with another skill of your choice from the savant skill list.   In addition, your familiarity with those who thrive on deception allows you to glean additional information from observation. When you mark a creature as the target of your Critical Analysis, you learn its alignment, if the creature's current appearance is its true form, or identify which, if any, Charisma skills they are proficient in.  

ASTUTE OFFENSE

Starting at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into seeking truth, whenever you learn a new maneuver you can choose from any of the following as well. These maneuvers can be performed on a target within your reach. The maneuvers are listed in alphabetical order.  
    Swift Search. You spend a Superiority die, and you take the Search action as a free action.   Truth Detector. You spend a Superiority die, and you have advantage on ability checks you make to see through illusions and insight skill checks.   Debilitate. You spend a Superiority die, and speak a word of power that assaults your foe’s senses. The target must make a Constitution saving throw. On a failed save, the target is blinded, deafened, or is unable to speak (your choice) until the end of your next turn.   True Strike. When you make a weapon attack against the target of your Critical Analysis, you can expend a superiority die to add the bonus to your attack roll.
 

ASTUTE DEFENSE

At 6th level, when a creature hits you with an attack, you can use your reaction to expend a superiority die and add the result to your Armor Class against the triggered attack. If this bonus to your Armor class causes an attack miss, you can immediately make one weapon attack against the creature that attacked you as part of the same reaction.  

PEERLESS FOCUS

At 11th level, you gain access to additional advanced maneuvers. Whenever you learn a new maneuver, you can choose from any of the following as well. These maneuvers can be performed on a target within your reach. The maneuvers are listed in alphabetical order.  
    Speed of Thought. You spend an additional superiority die, and re-roll the previous superiority die's roll and add both. You must accept the new result. If you roll the maximum on either dice for the bonus you are refunded the second superiority die.   Intuitive Sense. You spend a superiority die when you make an Intelligence (investigation) or Wisdom (Insight) check; you can treat rolls of 9 or lower as a 10.   Superior Perception. You spend a superiority die, and you gain a bonus to any Wisdom (Perception) checks you make, equal to your superiority dice roll.
 

MASTER SEEKER

At 17th level, your insight into weak points of your foes allows you and your allies to exploit them. When you, or a creature that you can see, hits the target of your Critical Analysis with a weapon attack, you can spend a Superiority die and use your reaction to turn the attack into a critical hit.  

TACTICIAN

Every successful monarch, conqueror, or revolt often has a master strategist that is directly responsible for their success in battle. Known as Tacticians, these strategists strive to stay one step ahead of their enemies, and make sure to have a plan for every eventuality. While they may not claim victory in every individual battle, they look to ensure victory in the war.   You have studied the art of war and the history of conquest. You know the strategies that lead to glorious victory, and the tactics that end in ruin. Alone you are no threat, but with powerful allies to direct, you are a force to be reckoned with.  

STUDENT OF WAR

When you adopt this Pursuit at 3rd level, you dedicate yourself to the study of warfare. You gain expertise in the Lore skill. If you already have expertise in Lore, you gain proficiency with another skill of your choice from the Savant skill list.   You have also learned to arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons that lack the heavy property. In addition, when you have light or medium armor equipped, you can use your Intelligence, in place of Dexterity, when calculating your Armor Class.   Your combat experience allows you to learn information through observation. When you mark a creature as the target of your Critical Analysis you learn either its Armor Class or one damage resistance, immunity, or vulnerability it has.  

TACTICAL COMMANDER

Beginning at 3rd level, you gain access to new Orders that you can issue to your allies. Whenever you learn a new Order, you can choose from any of the following as well. Those receiving Orders have to be within 60 feet and can see or hear you. Orders can also be given through a communication device setup for tactical response. The Orders are listed in alphabetical order.  
    Press the attack! You spend a superiority die to order an ally to take the offensive. The next time the creature targeted by this Order takes the Attack action before the start of your next turn, they can make one additional weapon attack as part of that action.   Stand your ground! You spend a superiority die to order an ally to better protect themselves. Until the start of your next turn, the creature targeted by this Order gains a bonus to their Armor Class to your Critical Analysis die roll.   Flank them! You spend a superiority die to provide strategic insight to an ally, moving about the battlefield. A creature, targeted by this Order, can use its reaction to immediately move up to its speed without provoking opportunity attacks.   Give no quarter! You spend a superiority die to inspire creatures to stand their ground and give no quarter. A creature, targeted by this Order, can add your Critical Analysis die roll to any Strength or Constitution checks or saving throws they make before the start of your next turn.
 

UNWAVERING RESOLVE

Your position as a leader on and off the battlefield doesn't allow you to succumb to your base instincts. Beginning at 7th level, you are immune to the frightened condition.   In addition, you have learned to guide your allies even as you fight. When you use an action on your turn to issue an Order, you can make one weapon attack against the target of your Critical Analysis as a bonus action on that turn.  

STRATEGIC GENIUS

Starting at 13th level, your experience as a leader on the battlefield allows you to command multiple allies.   When you issue an Order, you can issue the same order to one additional creature within 30 feet that can see or hear you, or through a communications device.  

MASTER TACTICIAN

Your tactical mind places you among the greatest military commanders of history, and your presence on the battlefield inspires heroic action in those who fight alongside you. Upon reaching 17th level, when you target a creature with one of your Orders, it gains temporary hit points equal to your half your Savant level.   In addition, when you issue an Order, you can issue the same Order to one additional creature (three creatures total).
 
 

DISCOVERIES

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.  

ADAPTIVE

Prerequisite: 7th level
You can use your reaction to change the target of your critical analysis to another creature within range.  

ARCANE AMATEUR

Choose one 1st-rank talent from the mage talent list. You learn that talent and can use it at its lowest rank. Once you activate it in this way, you must finish a long rest before you can use it again. Your arcane ability for this power is Intelligence.   You can select this discovery multiple times. Each time you do so, you must choose a different power.  

CUNNING STRIKE

Prerequisite: 15th level, Seeker and Tactician Pursuits
When you hit a charmed or frightened creature, your attack is a critical hit. You can’t use this feature again on the same creature until you finish a short or long rest.  

LOGICAL FEINT

Prerequisite: 12th level, Philosopher Pursuit
Add your Intelligence modifier to melee attack rolls you make against creatures within 5 feet.  

CLEVER APPLICATIONS

You become proficient in Improvised Weapons. When you attack with an improvised weapon, it deals 1d6 damage instead. Additionally improvised weapons count as finesse weapons.  

COLD LOGIC

Prerequisite: Philosopher Pursuit
You may use your Intelligence modifier instead of your Charisma modifier when you make an Intimidation skill check.  

CONTINGENCY PLAN

Prerequisite: 9th level, Tactician Pursuit
When the target of your critical analysis feature attacks you and scores a critical hit, you can expend a superiority die to treat the attack as a normal hit instead.  

DEVELOPED RESISTANCE

Prerequisite: 9th level
You gain resistance to poison damage and advantage on saving throws against poison.  

DISCERNING EYES

Prerequisite: 5th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.  

DOMINATING PRESENCE

Prerequisite: 15th level, Philosopher Pursuit
As an action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to command their next action. The target must succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or, until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do.   During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Once you use this feature, you can’t do so again until you finish a long rest.  

DUNGEONEER

You have advantage on Perception (Wisdom) checks and Investigation (Intelligence) checks to locate any secret doors or traps.  

EXPLORER

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.  

EXTRA ATTACK

Prerequisite: 5th level, Tactician Pursuit
You can attack twice, instead of once, whenever you take the Attack action on your turn.  

FIGHTING STYLE

Prerequisite: Tactician Pursuit
You adopt a particular style of fighting as your specialty. Choose one of the options available to the Fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

HARDENED MIND

Prerequisite: 15th level
You gain resistance to Psychic damage.  

LIFELONG LEARNING

Gain proficiency in two skills or two tools, or one skill and one tool.   You can select this discovery multiple times, each time choosing two new skills or tools.  

LINGERING ADVICE

Prerequisite: 7th level
When you use your expert advice feature, the targeted creatures retain the benefit from your instruction for the full duration.  

LINGUIST

You learn two additional languages.   You may choose this discovery multiple times, each time choosing two new languages.  

MASTER'S ADVICE

Prerequisite: 15th level
When you use your expert advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional +10 bonus to the roll.  

MEDICAL GENIUS

Prerequisite: Physician Pursuit
When you make a Medicine skill check, you may use your Intelligence modifier instead of your Wisdom modifier.  

MORTICIAN

Prerequisite: Physician Pursuit
You can use your critical analysis feature to examine a body that has died within the last 7 days. At the DM’s discretion, you are able to accurately determine the cause of death. This may require additional checks, such as determining a power, type of poison, or bite marks of a creature.  

PERFECT MANEUVER

Prerequisite: 15th level
When you roll a superiority die, you can choose to take the maximum result. If you were to roll multiple dice, it only applies to one. You can’t do so again until you finish a short or long rest.  

PHYSICAL CONDITIONING

Your hit point maximum increases by 1 for every level you have in the Savant class, and increases by 1 again whenever you gain a level in this class.  

QUICK ANALYSIS

Prerequisite: 7th level
When you roll initiative and aren't surprised, you can use your critical analysis feature as a free action.  

RELIABLE SOURCES

Prerequisite: 12th level
When you make an Astrophysics, Lore, or Xenobiology skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.  

RELIABLE WORDS

Prerequisite: 12th Level, Philosopher Pursuit
When you make a Deception, Insight, Intimidation, or Persuasion skill check and may add your proficiency bonus to the check, treat any roll 9 or lower as if you had rolled a 10.  
 

RESOLUTE

Prerequisite: 9th level
You have advantage on saving throws to resist and break charm and fear effects.  

REASONED VIGILANCE

You may add your Intelligence modifier to your Initiative roll.  

RUTHLESS EXECUTION

Prerequisite: 9th level
When you would expend one or more superiority dice, you can expend one additional die, add the number rolled to the total.  

SOUND REASONING

Prerequisite: Philosopher Pursuit
You may use your Intelligence modifier instead of your Charisma modifier when you make a Persuasion skill check.  

SURGICAL PRECISION

Prerequisite: 5th Level, Physician Pursuit
When you hit a creature with a weapon attack, it takes additional damage equal to your Intelligence modifier.  

TACTICAL RETREAT

Prerequisite: Tactician Pursuit
When you take the dash action, opportunity attacks made against you are made at disadvantage.  

TARGETED ANALYSIS

Attack rolls made against the target of your critical analysis feature cannot suffer from disadvantage.  

TEND THE WOUNDED

Prerequisite: 5th level, Physician Pursuit
If you or any friendly creatures you can touch regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains additional hit points equal to your superiority die.  

THEORETICAL ADVICE

Prerequisite: 12th level When you use your expert advice feature, you may choose a skill you are not proficient in. When you do, targeted creatures add half their proficiency bonus (rounded down) instead.  

TYRANT’S FEROCITY

You have advantage on any attack against a creature that is charmed by you or frightened of you.  

UNARMORED DEFENSE

While wearing no armor , your AC equals 10 + your Dexterity modifier + your Intelligence modifier.  

UNIVERSAL LANGUAGE

You can communicate Simple ideas with any creature with Intelligence of 4 or more through basic expressions and gestures.

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